minetest/src/mapblock_mesh.h
Dániel Juhász d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00

250 lines
6.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPBLOCK_MESH_HEADER
#define MAPBLOCK_MESH_HEADER
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
#include "util/cpp11_container.h"
#include <map>
class Client;
class IShaderSource;
/*
Mesh making stuff
*/
class MapBlock;
struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
bool m_smooth_lighting;
bool m_show_hud;
Client *m_client;
bool m_use_shaders;
bool m_use_tangent_vertices;
MeshMakeData(Client *client, bool use_shaders,
bool use_tangent_vertices = false);
/*
Copy central data directly from block, and other data from
parent of block.
*/
void fill(MapBlock *block);
/*
Set up with only a single node at (1,1,1)
*/
void fillSingleNode(MapNode *node);
/*
Set the (node) position of a crack
*/
void setCrack(int crack_level, v3s16 crack_pos);
/*
Enable or disable smooth lighting
*/
void setSmoothLighting(bool smooth_lighting);
};
/*
Holds a mesh for a mapblock.
Besides the SMesh*, this contains information used for animating
the vertex positions, colors and texture coordinates of the mesh.
For example:
- cracks [implemented]
- day/night transitions [implemented]
- animated flowing liquids [not implemented]
- animating vertex positions for e.g. axles [not implemented]
*/
class MapBlockMesh
{
public:
// Builds the mesh given
MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
~MapBlockMesh();
// Main animation function, parameters:
// faraway: whether the block is far away from the camera (~50 nodes)
// time: the global animation time, 0 .. 60 (repeats every minute)
// daynight_ratio: 0 .. 1000
// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
scene::IMesh *getMesh()
{
return m_mesh;
}
MinimapMapblock *moveMinimapMapblock()
{
MinimapMapblock *p = m_minimap_mapblock;
m_minimap_mapblock = NULL;
return p;
}
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
}
void decreaseAnimationForceTimer()
{
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
void updateCameraOffset(v3s16 camera_offset);
private:
scene::IMesh *m_mesh;
MinimapMapblock *m_minimap_mapblock;
Client *m_client;
video::IVideoDriver *m_driver;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
bool m_use_tangent_vertices;
bool m_enable_vbo;
// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
// Animation info: cracks
// Last crack value passed to animate()
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
UNORDERED_MAP<u32, std::string> m_crack_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
UNORDERED_MAP<u32, int> m_animation_frame_offsets;
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each meshbuffer, stores pre-baked colors of sunlit vertices
std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};
/*
This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
TileSpec tile;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
};
struct MeshCollector
{
std::vector<PreMeshBuffer> prebuffers;
bool m_use_tangent_vertices;
MeshCollector(bool use_tangent_vertices):
m_use_tangent_vertices(use_tangent_vertices)
{
}
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source);
};
/*!
* Encodes light and color of a node.
* The result is not the final color, but a
* half-baked vertex color.
*
* \param light the first 8 bits are day light,
* the last 8 bits are night light
* \param color the node's color
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
video::SColor encode_light_and_color(u16 light, const video::SColor &color,
u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
/*!
* Returns the sunlight's color from the current
* day-night ratio.
*/
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param light first 8 bits are day light, second 8 bits are
* night light
*/
void final_color_blend(video::SColor *result,
u16 light, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param data the half-baked vertex color
* \param dayLight color of the sunlight
*/
void final_color_blend(video::SColor *result,
const video::SColor &data, const video::SColorf &dayLight);
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
#endif